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Dragon Legends: Fire Gem & Aqua Gem

Dragon Legends is a twin-game package comprising both Fire Gem and Aqua Gem themes, which showcase Fire and Water-themed dragons respectively. These games were done in Unity. I was the technical artist responsible for supporting the engineer with feature implementation, putting together all the graphics components, technical animations, and particle effects.

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Monopoly Grand

This game is in Unity. I worked on the 3d elements for this game. Character rigging, developing 3d assets, Implementing the dice bonus feature, etc. Worked with engineers for asset implementation and performance optimization.

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Wacky Races

There were a lot of technical nuances in this game and very intense collaboration with the Designer, Art director and Engineers; made this game possible in a very limited platform like Alpha II. The hardware for this game was 2 wave cabinets playing 2 versions of this game and they share a giant topper, which is controlled be both machines. The bonus features were determined by a car race which happens across these cabinets and the common topper screen. There were a dozen characters and vehicles in this game and I did all the rigging, worked on toon shading, look and feel development, and many more. Also provided the sound effects for this game.

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Gold Fish Frenzy

Gold Fish Slots stands out as one of Scientific Games' successful titles. I had the opportunity to work on two versions of thess games. I was responsible for rigging the characters. In particular, for the Frenzy game variant, I served as the technical artist. This presented a unique challenge as the hardware consisted of mechanical parts. The game featured a real ball dropped from the top and collected in various bowls across the screen, each containing different rewards. Notably, this project was developed in Unity, and the engineering team did an exceptional job ensuring seamless integration between the hardware components and graphics.

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Peek-a-Boo Pixie

I served as the technical artist for this game, overseeing the preparation of both 2D and 3D assets. Specifically, I handled the 3D modeling, character rigging, texturing, and rendering for the Disney-style fairy featured in the game. Designing the glittery dress and wings was a particularly enjoyable aspect of this project. In addition to my artistic contributions, I collaborated closely with the engineering team to ensure the smooth functionality of the game's wheel mechanism. This component was implemented using OpenGL within the Alpha II framework. Working together, we successfully brought the game to life, blending artistry with technical prowess.

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Flying Treasures

This was a kite based theme. I rigged the characters for this game. This game was done in Alpha II.

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Celestial King

Celestial King stands out as one of the games that achieved remarkable success in the market. I contributed significantly to this project by rigging the characters, developing their look and feel, establishing the 3D production pipeline, and rendering using Arnold. Additionally, I have provided sound effects. The game was developed using the Alpha II platform, and I'm proud to have played a key role in its creation.

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Dragon Queen

This game was built on SG's proprietary Alpha II platform, and my role primarily focused on developing the 3d characters and technical support. One of the highlights of this project was the creation of an innovative wheel, distinct from typical industry standards, which added a unique dimension to the gameplay. Designing and implementing sound effects for this wheel was also part of my responsibilities. It was truly enjoyable to work on such a creatively fulfilling project.

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Riches of Ra

In the bonus feature of this game, dynamic objects fly off from the bottom symbol positions to the top meter positions, offering hundreds of possible combinations for these animations. Given the complexity and volume of these animations, hard-coding them in C++ would be impractical. Instead, we opted for a more efficient approach: animating the positions in Maya and developing a Python tool to export the animation data in XML format. This XML file serves as the base for animating these objects within the engineering framework. Notably, the VLT (Video Lottery Terminal) versions of these games are developed using the Alpha II platform. This methodology streamlines the animation process, ensuring smooth and dynamic gameplay for players.

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Golden Charms

In this game, two fish characters bring luck to players with captivating animations. Rigged with integrated animation and dynamics, they autonomously swim and feature customizable movements, including wavy body motion and automatic wing flaps.

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Lucky Toucan & Tiki Treasures

Twin games, both built on the Alpha II platform and sharing similar math models, feature intricate bird characters with challenging rigs. Ensuring smooth transitions as the wings move close to the body and spread evenly when opened was a key focus. Lucky Toucan has a Rio carnival style girl character, which had a challenging rigging setup. I have also provided sound effects to both games.

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Get Rich on Route 66

This was one of the initial games I worked in after I joined Bally Technologies in 2012. The car animation was completely done by me using MAYA, Photoshop, and After Effects.

Alpha II is Scientific Games' C++-based platform designed for old-generation cabinets. Unlike Unity, it lacks advanced animation tools. However, SG must support existing cabinets in the field, necessitating game production tailored to the Alpha II platform.